Implement Counter Queue and Partial Host Conditional Rendering (#1167)
* Implementation of query queue and host conditional rendering * Resolve some comments. * Use overloads instead of passing object. * Wake the consumer threads when incrementing syncpoints. Also, do a busy loop when awaiting the counter for a blocking flush, rather than potentially sleeping the thread. * Ensure there's a command between begin and end query.
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17 changed files with 724 additions and 136 deletions
105
Ryujinx.Graphics.OpenGL/Queries/BufferedQuery.cs
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105
Ryujinx.Graphics.OpenGL/Queries/BufferedQuery.cs
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common.Logging;
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using System;
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using System.Runtime.InteropServices;
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using System.Threading;
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namespace Ryujinx.Graphics.OpenGL.Queries
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{
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class BufferedQuery : IDisposable
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{
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private const int MaxQueryRetries = 5000;
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private const long DefaultValue = -1;
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public int Query { get; }
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private int _buffer;
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private IntPtr _bufferMap;
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private QueryTarget _type;
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public BufferedQuery(QueryTarget type)
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{
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_buffer = GL.GenBuffer();
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Query = GL.GenQuery();
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_type = type;
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GL.BindBuffer(BufferTarget.QueryBuffer, _buffer);
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unsafe
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{
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long defaultValue = DefaultValue;
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GL.BufferStorage(BufferTarget.QueryBuffer, sizeof(long), (IntPtr)(&defaultValue), BufferStorageFlags.MapReadBit | BufferStorageFlags.MapWriteBit | BufferStorageFlags.MapPersistentBit);
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}
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_bufferMap = GL.MapBufferRange(BufferTarget.QueryBuffer, IntPtr.Zero, sizeof(long), BufferAccessMask.MapReadBit | BufferAccessMask.MapWriteBit | BufferAccessMask.MapPersistentBit);
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}
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public void Reset()
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{
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GL.EndQuery(_type);
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GL.BeginQuery(_type, Query);
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}
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public void Begin()
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{
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GL.BeginQuery(_type, Query);
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}
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public unsafe void End()
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{
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GL.Flush();
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GL.EndQuery(_type);
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GL.BindBuffer(BufferTarget.QueryBuffer, _buffer);
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Marshal.WriteInt64(_bufferMap, -1L);
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GL.GetQueryObject(Query, GetQueryObjectParam.QueryResult, (long*)0);
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}
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public bool TryGetResult(out long result)
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{
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result = Marshal.ReadInt64(_bufferMap);
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return result != DefaultValue;
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}
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public long AwaitResult(AutoResetEvent wakeSignal = null)
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{
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long data = DefaultValue;
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if (wakeSignal == null)
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{
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while (data == DefaultValue)
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{
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data = Marshal.ReadInt64(_bufferMap);
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}
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}
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else
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{
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int iterations = 0;
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while (data == DefaultValue && iterations++ < MaxQueryRetries)
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{
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data = Marshal.ReadInt64(_bufferMap);
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if (data == DefaultValue)
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{
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wakeSignal.WaitOne(1);
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}
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}
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if (iterations >= MaxQueryRetries)
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{
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Logger.PrintError(LogClass.Gpu, $"Error: Query result timed out. Took more than {MaxQueryRetries} tries.");
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}
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}
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return data;
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}
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public void Dispose()
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{
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GL.BindBuffer(BufferTarget.QueryBuffer, _buffer);
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GL.UnmapBuffer(BufferTarget.QueryBuffer);
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GL.DeleteBuffer(_buffer);
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GL.DeleteQuery(Query);
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}
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}
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}
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209
Ryujinx.Graphics.OpenGL/Queries/CounterQueue.cs
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209
Ryujinx.Graphics.OpenGL/Queries/CounterQueue.cs
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using System;
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using System.Collections.Generic;
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using System.Threading;
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namespace Ryujinx.Graphics.OpenGL.Queries
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{
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class CounterQueue : IDisposable
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{
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private const int QueryPoolInitialSize = 100;
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public CounterType Type { get; }
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public bool Disposed { get; private set; }
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private Queue<CounterQueueEvent> _events = new Queue<CounterQueueEvent>();
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private CounterQueueEvent _current;
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private ulong _accumulatedCounter;
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private object _lock = new object();
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private Queue<BufferedQuery> _queryPool;
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private AutoResetEvent _queuedEvent = new AutoResetEvent(false);
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private AutoResetEvent _wakeSignal = new AutoResetEvent(false);
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private Thread _consumerThread;
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internal CounterQueue(CounterType type)
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{
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Type = type;
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QueryTarget glType = GetTarget(Type);
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_queryPool = new Queue<BufferedQuery>(QueryPoolInitialSize);
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for (int i = 0; i < QueryPoolInitialSize; i++)
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{
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_queryPool.Enqueue(new BufferedQuery(glType));
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}
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_current = new CounterQueueEvent(this, glType);
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_consumerThread = new Thread(EventConsumer);
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_consumerThread.Start();
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}
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private void EventConsumer()
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{
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while (!Disposed)
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{
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CounterQueueEvent evt = null;
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lock (_lock)
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{
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if (_events.Count > 0)
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{
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evt = _events.Dequeue();
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}
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}
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if (evt == null)
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{
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_queuedEvent.WaitOne(); // No more events to go through, wait for more.
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}
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else
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{
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evt.TryConsume(ref _accumulatedCounter, true, _wakeSignal);
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}
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}
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}
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internal BufferedQuery GetQueryObject()
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{
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// Creating/disposing query objects on a context we're sharing with will cause issues.
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// So instead, make a lot of query objects on the main thread and reuse them.
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lock (_lock)
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{
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if (_queryPool.Count > 0)
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{
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BufferedQuery result = _queryPool.Dequeue();
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return result;
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}
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else
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{
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return new BufferedQuery(GetTarget(Type));
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}
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}
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}
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internal void ReturnQueryObject(BufferedQuery query)
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{
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lock (_lock)
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{
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_queryPool.Enqueue(query);
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}
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}
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public CounterQueueEvent QueueReport(EventHandler<ulong> resultHandler)
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{
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CounterQueueEvent result;
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lock (_lock)
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{
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_current.Complete();
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_events.Enqueue(_current);
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result = _current;
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result.OnResult += resultHandler;
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_current = new CounterQueueEvent(this, GetTarget(Type));
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}
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_queuedEvent.Set();
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return result;
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}
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public void QueueReset()
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{
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lock (_lock)
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{
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_current.Clear();
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}
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}
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private static QueryTarget GetTarget(CounterType type)
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{
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switch (type)
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{
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case CounterType.SamplesPassed: return QueryTarget.SamplesPassed;
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case CounterType.PrimitivesGenerated: return QueryTarget.PrimitivesGenerated;
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case CounterType.TransformFeedbackPrimitivesWritten: return QueryTarget.TransformFeedbackPrimitivesWritten;
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}
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return QueryTarget.SamplesPassed;
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}
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public void Flush(bool blocking)
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{
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if (!blocking)
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{
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// Just wake the consumer thread - it will update the queries.
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_wakeSignal.Set();
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return;
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}
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lock (_lock)
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{
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// Tell the queue to process all events.
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while (_events.Count > 0)
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{
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CounterQueueEvent flush = _events.Peek();
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if (!flush.TryConsume(ref _accumulatedCounter, true))
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{
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return; // If not blocking, then return when we encounter an event that is not ready yet.
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}
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_events.Dequeue();
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}
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}
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}
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public void FlushTo(CounterQueueEvent evt)
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{
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lock (_lock)
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{
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if (evt.Disposed)
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{
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return;
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}
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// Tell the queue to process all events up to this one.
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while (_events.Count > 0)
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{
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CounterQueueEvent flush = _events.Dequeue();
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flush.TryConsume(ref _accumulatedCounter, true);
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if (flush == evt)
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{
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return;
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}
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}
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}
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}
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public void Dispose()
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{
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lock (_lock)
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{
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while (_events.Count > 0)
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{
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CounterQueueEvent evt = _events.Dequeue();
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evt.Dispose();
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}
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Disposed = true;
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}
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_queuedEvent.Set();
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_consumerThread.Join();
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foreach (BufferedQuery query in _queryPool)
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{
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query.Dispose();
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}
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}
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}
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}
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100
Ryujinx.Graphics.OpenGL/Queries/CounterQueueEvent.cs
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100
Ryujinx.Graphics.OpenGL/Queries/CounterQueueEvent.cs
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using System;
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using System.Threading;
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namespace Ryujinx.Graphics.OpenGL.Queries
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{
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class CounterQueueEvent : ICounterEvent
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{
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public event EventHandler<ulong> OnResult;
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public QueryTarget Type { get; }
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public bool ClearCounter { get; private set; }
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public int Query => _counter.Query;
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public bool Disposed { get; private set; }
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public bool Invalid { get; set; }
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private CounterQueue _queue;
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private BufferedQuery _counter;
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private object _lock = new object();
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public CounterQueueEvent(CounterQueue queue, QueryTarget type)
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{
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_queue = queue;
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_counter = queue.GetQueryObject();
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Type = type;
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_counter.Begin();
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}
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internal void Clear()
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{
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_counter.Reset();
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ClearCounter = true;
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}
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internal void Complete()
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{
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_counter.End();
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}
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internal bool TryConsume(ref ulong result, bool block, AutoResetEvent wakeSignal = null)
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{
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lock (_lock)
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{
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if (Disposed)
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{
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return true;
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}
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if (ClearCounter || Type == QueryTarget.Timestamp)
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{
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result = 0;
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}
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long queryResult;
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if (block)
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{
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queryResult = _counter.AwaitResult(wakeSignal);
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}
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else
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{
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if (!_counter.TryGetResult(out queryResult))
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{
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return false;
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}
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}
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result += (ulong)queryResult;
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OnResult?.Invoke(this, result);
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Dispose(); // Return the our resources to the pool.
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return true;
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}
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}
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public void Flush()
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{
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if (Disposed)
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{
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return;
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}
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// Tell the queue to process all events up to this one.
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_queue.FlushTo(this);
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}
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public void Dispose()
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{
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Disposed = true;
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_queue.ReturnQueryObject(_counter);
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}
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}
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}
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57
Ryujinx.Graphics.OpenGL/Queries/Counters.cs
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57
Ryujinx.Graphics.OpenGL/Queries/Counters.cs
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using Ryujinx.Graphics.GAL;
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using System;
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namespace Ryujinx.Graphics.OpenGL.Queries
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{
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class Counters : IDisposable
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{
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private CounterQueue[] _counterQueues;
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public Counters()
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{
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int count = Enum.GetNames(typeof(CounterType)).Length;
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_counterQueues = new CounterQueue[count];
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}
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public void Initialize()
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{
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for (int index = 0; index < _counterQueues.Length; index++)
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{
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CounterType type = (CounterType)index;
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_counterQueues[index] = new CounterQueue(type);
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}
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}
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public CounterQueueEvent QueueReport(CounterType type, EventHandler<ulong> resultHandler)
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{
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return _counterQueues[(int)type].QueueReport(resultHandler);
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}
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public void QueueReset(CounterType type)
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{
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_counterQueues[(int)type].QueueReset();
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}
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public void Update()
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{
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foreach (var queue in _counterQueues)
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{
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queue.Flush(false);
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}
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}
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public void Flush(CounterType type)
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{
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_counterQueues[(int)type].Flush(true);
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}
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public void Dispose()
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{
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foreach (var queue in _counterQueues)
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{
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queue.Dispose();
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}
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}
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}
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}
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